I'm sure the order of all this makes perfect sense. I just can't see it anymore
.
I'm just questioning why there's so much resistance to the idea of conceptualizing RPG characters as characters, rather than simulated actors in a simulated world. Though maybe this topic should be in its own thread.
I agree if we're talking about an RPG with 40 NPCs in it. Central characters (if there are any) will need to be hand crafted as
characters for the forseeable future. However, if we're talking about a game with 1000 or more NPCs, it simply isn't possible to hand craft the character of each to a high degree of quality (though this doesn't mean that some can't be hand crafted). That's where I think emergent "quests" etc. are useful.
Allanon:
First of all, using the word "fun" is only helpful if you mean what the rest of the english-speaking world means. I understand what you meant now, so that's fine for this discussion. I still think you'd do a lot better in future by using "fun" where you want to imply cheerfulness / amusment / laughter..., rather than general purpose entertainment.
I'm not trying to be offensive here - you're clearly a lot better at languages than I am. I just think that using "fun" in the way you did is misleading for most people.
Too bad you've decided to concentrate on this nuance, instead of debating other points in my post.
I debated over everything I had time to or had something to say about. I just happen to think that in a discussion on game design, definitions of "fun" or "entertainment" are important - since that is the aim of the entire process.
Actually, I didn't address all your points, to be fair:
And that's just for his wares! Just think about the overall number of answers he should be able to answer from all possible topics.
So long as you subdivide things well, there is no trouble with having the potential for a merchant to answer 100 questions. Most of these will be generic, and will apply to all NPCs, many will apply only to merchants - but to all merchants. You certainly wouldn't be writing 100 replies per NPC, you'd be writing perhaps 1000 replies covering 200 reply types, with variables introduced to cover asking about different towns / items / NPCs etc.
Trivial? No. Possible? Yes.
How long does it take to think up and write "Yes, I get %d deliveries of %s per %s."? 15 seconds? To do that 1000 times and get reasonable wording for all replies, might take a few days. You might end up writing many more than 1000 replies. It might take one person a week or two. That's hardly monumental development time to cover a dialogue system for every generic NPC in the game.
You could also give NPC specific dialogue to any NPC, of course, or even over-ride the standard responses for specific characters.
My personal opinion is that failure to complete a task can never be rewarding, especially taking into consideration that it might have been unsolvable in the first place.... I seem to believe that reward is a major part of role playing experience, and when you decide to delve into unrewarding activities just for the sake of it, it takes out the fun (entertainment).
Material reward is one incentive for an activity, but clearly not the only one. Would OB be fun if you had to walk up and down a room repeatedly, and piles of gold appeared each time you reached an end? The material reward is important, but it is trivial compared to the satisfaction / challenge / entertainment the player gets from the process of playing.
If as a player I play a ranger, chasing a master thief through the wilderness, I might use many skills along the way. Perhaps I'll examine tracks. I might use disturbances in wildlife to give me clues. Maybe I'll use powers of divination to help me. I might ask NPCs - perhaps trusting their assertions, of reading more into them than is obvious. I might even get into combat with the thief.
If after all that, the thief gets away, do I think "I just wasted an hour for no reason."? Not necessarily at all. The chase might have been exciting and challenging. I might have used cunning tactics to persue my target. My skills and ingenuity might have been taxed all the way just to stay with him. Whether or not I catch him is of little importance, so long as I enjoyed the process. I've already got my reward through the challenge, the excitement, learning as a character, learning as a player...
The idea that an emergent quest is worthless to the player if it turns out to be too hard for him is nonsense. Perhaps catching the thief above was too hard for my character, but I can certainly have had a rewarding experience along the way. Of course it should more often be possible to succeed - at least where success seems a reasonable expectation to the player. That doesn't make occasional failure a bad thing.
Frankly, from the gameplay point of view, I see no reason to introduce quests that aren't solvable, unless we are talking about specific simulation of world events.
You wouldn't be introducing unsolvable quests. You'd be creating a situation where some tasks might turn out to be impossible. Usually it would be clear to the player when a task would be difficult or impossible.
Again, there is no real difference between setting yourself the target of "Killing creature X before it gets away", or the task of "Helping NPC X by achieving Y". Perhaps the creature will be too hard to kill, and perhaps the task will be too hard to complete. You just can't be successful at everything you want to do all the time: you are not superman, deal with it.
Allanon said:
Your argument might have some force if RPG designers created "arbitrary" triggers, but that hasn't been my experience. If you have examples, feel free to share.
The triggers always choose the solution (or set of solutions) the designer thought of. That decision is arbitrary in the sense that there are almost always alternatives that might occur to some players, but are not included in the design. It will be impossible for a designer to script for every possibility, so some solutions get excluded.
Examples:
In Neverwinter Nights there was some quest involving a "werewolf hunter", who was actually a werewolf. To expose him, you had to do X, Y and Z until your character realised he was a werewolf, then to confront him.
I guessed that he was the werewolf before I had much evidence - though I had found some. The game did not let me confront the guy until I'd got the remaining evidence, since not all the triggers had been met.
I don't think I'm the only person to have suspected or been fairly sure that the guy was the werewolf before my character knew - it's a very obvious possiblity, particularly when the guy in question is so smug. The fact that I knew, but my character didn't, disconnected me from my character. This is a bad thing.
In Morrowind, an early quest involved finding Fargoth's hiding place. I presumed that the advice (i.e. watch where he hides it from the lighhouse) was just one useful way to proceed. I searched in various places, and watched where he went for a while, and a few days passed while I did various other things.
I definitely searched in that tree stump in the swamp because I thought it looked suspicious. I didn't necessarily think that was Fargoth's hiding place - just that something useful might be there. Did I find anything? No.
Fargoth only hides his stuff when you trigger this by watching at night from the top of the lighthouse. This is a totally arbitrary trigger, in the sense that it makes no sense in the game world. True, you are told to watch him from there, but so what? Why does it make any sense to think he'll only put anything in his hiding place when you watch him from that particular position? Even if you watch him 24 hours a day with a constant effect invisibility enchantment, he'll never hide anything there - until you watch from the 100% arbitrary position you've been told to.
Also, it is quite reasonable, even if I'd thought everything through carefully, that my character wouldn't follow the instructions he'd been given.
If you were told by someone you'd just met and had no reason to trust:
"Go to this particular isolated spot at night where you won't be seen by anyone, and wait there."
Is it not reasonable to think it might be a trap? Perhaps the guy giving you the quest just enjoys mugging unsuspecting newcomers at the top of a lighthouse, then pushing them to their deaths.
There are many more examples of this sort of thing. Pretty much any quest with a few triggers puts artificial constraints (beyond the rules of the game world) on the way the quest can be completed. If you can't think of such examples, I don't think you're trying very hard.
The important difference with emergent "quests" is that there are no constraints beyond game world constraints. If you can't achieve something, it is always because the world is like that - not bacause a designer didn't think you'd do things in the way you did.
Yes, I was thinking if it's even practical as well. I think it was galsiah who told that it is. However, the level of interactivity between npcs should be so high, we might need an extension cards for AI, just like PhysX does for physics.
Why? There being a lot of possible interactions doesn't make a difference if most NPCs don't use 95% of them most of the time - and they wouldn't. Complex physics needs to be evaluated every frame, and it is difficult to fudge calculations convincingly. Complex AI might need re-evaluation for most NPCs perhaps every 30 seconds (in the absense of important external triggers). It is also quite possible to approximate things, to skip calculations if things become too complex, etc.
Good AI is definitely a headache for the programmer, but there is no necessity for new hardware, since approximations and simplifications are possible where they wouldn't be for graphics or physics. It's certainly not easy to get right, but most of the difficulty would be in design, not in processing power.
Stark said:
I believe generating "satisfy general NPC need X" quest out of NPC needs would generally be single step quest.
Less often if the NPC has always tried and failed first (or been too scared... to try). Usually, if an NPC can't manage to do something himself, there will be a significant obstacle. If the obstacle is trivial, then the "quest" may often be over very quickly, e.g.:
NPC: I need money for a new spade, but can't offer anything in return.
Player: Here you go. / Sorry, I don't have any on me. / Sod off.
NPC: Thanks, I won't forget this. / Ok then. / No need to be rude.
Clearly it'd be preferable if <NPC has no money> is not usually the only obstacle. Part of "trying to achieve X himself" could involve working and saving money, if X is not immediately urgent.
99% of them would not be very compelling in terms of quest structure.
That's rather a bold statement, before anything has been tried. In any case, hero's don't usually feel compelled to go around solving mundane problems for every NPC they pass in the street. The player can easily refuse to help if a task seems boring. This will usually be obvious too - if an emergent "quest" looks very simple and uninteresting, it probably is. If it looks complex, it might be.
For instance, "bring me some X from town Y" is unlikely to be that compelling, whereas, "Prevent army X from reaching town Y" might be a bit more demanding and complex (this might be to satisfy a town / faction need, rather than an NPC need). [though as I've said before, very large scale interactions would need to be carefully controlled and balanced].
...this is necessary so, because in order to generate more intricate quest structure the interactions between NPCs and the world would have to be simulated at an increasingly exponential detail level, which is computationally unattractive and effort vs return diminishes very quickly.
Why? What does "increasingly exponential" mean in any case? Why does "effort vs return diminish"? Have you tested this?
How is a wide variety of possible interactions necessarily "computationally unattractive"? That's only true if there is no efficient way to choose between the options. Usually there will be many ways to cut out many classes of options without much computation at all. Also, most NPCs won't need to re-evaluate their situation very often - unless exceptional circumstances occur (such as attacks etc.).
In any case, there is nothing to suggest that intricate "quests" require very detailed NPC interactions. A combination of several relatively simple possibilities can quickly create an intricate situation. Take chess, or even better, Go. The individual interactions are very simple to model, but the situations created are complex.
The place you'd run into computational difficulties would not be in the simulation itself, but in getting the NPCs to solve versatile problems. This needn't necessarily be an obstacle. In most circumstances, NPC problems will be simple to solve. Where they are not, if calculations become too complex, the NPC can simply give up, or take a possibly helpful action and hope for the best. I'm sure there would be complications with this, but it might be workable.
the more you allow NPC and world interactions, the more it can breakdown. imagine after 20 hours of gameplay player arrive at most cities deserted: NPCs killed off each other, wandered off to forest to search for food, etc.
to prevent this, you ended up simulating more world rules, which in turn breaks down in more unexpected manner... and you coded more rules to prevent that, and...and so on. I think you get what i mean.
The fact that this
can happen does not mean that it will. Introducing an extra rule has the potential to complicate things in new ways, but this does not always happen. Most extra rules complicate things, but happily intelligent designers do not add new rules at random. A thoughtfully introduced rule can often simplify or control a situation.
The idea that this sort of simulation will often lead to NPC killing sprees doesn't convince me. Most NPCs should be
very reluctant to get into combat with anyone, unless they are attacked first. Presuming that most NPCs can find food and water even when something gets in the way of their normal strategy, killing sprees should be rare.
Bethesda examples of NPCs attacking and killing others because e.g. the other had the first NPC's rake, just seem to imply that the settings are not good. Killing should be a last resort (for most NPCs), and should only usually be an option if the NPC would otherwise die. This is a good example where a few extra rules can simplify matters - so long as the NPC has other ways to get food, water, and enough gold to live, without his rake, there is no need to kill for it. Ideally, of course, there would be a way to ask for it back, or to barter for it...
muds_animal_friend said:
No matter how sophisticated the algorithms behind content generation systems they remain mere labour saving devices and nothing more. Such systems’ output replaces superior human authored content allowing the world builders to increase scale due to lowered resource costs. As an end user I shouldn't care how the content is generated but rather what kind of content - in terms of both quality and quantity - is delivered.
I don't think it makes sense to call an emergent system based on NPC needs a "mere labour saving device".
It is not possible to hand craft the amount of quests (i.e. an infinite amount) that are produced by generation on the fly. Therefore it makes no sense to say that you have "speeded up" the process of quest generation, because you end up in a totally different situation. If you ended up with 10000 quests, you'd have speeded things up. When you end up with an infinite amount, you have created something different.
Also, with the example of "quests" arrising out of NPC needs, the individual quests are different too. There are no trigger systems, or artificial constraints beyond the rules of the game world. Everything just emerges from the way the game world functions - for good and bad. It is not possible to script quests like this, since covering every possibility is not possible. In this case, authored content is not "superior", since it will miss possibilities that an emergent "quest" will automatically allow.
The way you describe things would be true for an automated quest generation tool that generated quests during development. It does not apply when quests are generated on the fly (since the fact that you get an infinite amount makes a real difference), and certainly not when the quests are emergent, since this created a very different quest structure.
Emergent quests are not just generated in a different way - the results as the player experiences them are very different (or rather would be very different).